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  1. #1
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    Default Up to Date Adornments List (11/19/07)

    General Adornment Info
    (originally compiled by Deson on the Transmuting forums)

    Flickering=t1, Shimmering=t2, Sparkling=t3, Glimmering=t4, Luminous=t5, Lambent=t6, Scintillating= t7 Smoldering=t8

    Recipies/raws(all fuel costs=tier)
    Raws sources
    Treasured/Mastercrafted=fragments/powders Legendary/Adept 3's=powders/infusions Fabled=infusions/mana

    T1 Raws= lapis lazuli fragment,ulteran powder,infusion of earth,refined mana
    T1 treasured= 1xPowder,2xfragment
    T1 legendary= 1xinfusion,1xfragment,1xpowder
    T1 Fabled=1xmana,1xfragment,1xpowder,1xinfusion

    T2 Raws= coral fragment,aether powder,infusion of air,processed mana
    T2 treasured= 1xPowder,3xfragment
    T2 legendary= 1xinfusion,1xfragment,2xpowder
    T2 Fabled=1xmana,1xfragment,1xpowder,1xinfusion

    T3 Raws= jasper fragment,phantom powder,infusion of fire,clarified mana
    T3 treasured= 1xPowder,5xfragment
    T3 legendary= 1xinfusion,2xfragment,3xpowder
    T3 Fabled=1xmana,2xfragment,2xpowder,1xinfusion

    T4 Raws= opal fragment,etheral powder,infusion of water,purified mana
    T4 treasured= 1xPowder,6xfragment
    T4 legendary= 1xinfusion,3xfragment,4xpowder
    T4 Fabled=1xmana,3xfragment,3xpowder,1xinfusion

    T5 Raws= ruby fragment,spectral powder,infusion of nightmares,natural mana
    T5 treasured= 1xPowder,8xfragment
    T5 legendary= 1xinfusion,4xfragment,5xpowder
    T5 Fabled=1xmana,4xfragment,4xpowder,2xinfusion

    T6 Raws= pearl fragment,vision powder,infusion of daydreams,coalesced mana
    T6 treasured= 1xPowder,9xfragment
    T6 legendary= 1xinfusion,5xfragment,6xpowder
    T6 Fabled=1xmana,5xfragment,6xpowder,2xinfusion

    T7 Raws= lunar fragment,illusionary powder,infusion of illusion,hardened mana
    T7 treasured= 1xPowder,9xfragment
    T7 legendary= 1xinfusion,5xfragment,8xpowder
    T7 Fabled=1xmana,5xfragment,8xpowder,2xinfusion

    T8 Raws= emerald fragment,sacred powder,infusion of reality,crystallized mana
    T8 treasured= 1xPowder,9xfragment
    T8 legendary= 1xinfusion,5xfragment,8xpowder
    T8 Fabled=1xmana,5xfragment,8xpowder,2xinfusion

  2. #2
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    Default Head

    Head
    Tailor/Savvy Imprint/treasured/head
    t1= +1 wis
    t2= +2 wis
    t3= +4 wis
    t4= +6 wis
    t5= +8 wis
    t6= +10 wis
    t7= +14 wis
    t8= +16 wis

    Tailor/Psychic Imprint/treasured/head
    t1= +10 vs mental
    t2= +25 vs mental
    t3= +40 vs mental
    t4= +55 vs mental
    t5= +70 vs mental
    t6= +85 vs mental
    t7= +100 vs mental
    t8= +115 vs mental

    Tailor/Epiphanic Imprint/treasured/head
    t1= +10 power
    t2= no new
    t3= +30 power
    t4= no new
    t5= +50 power
    t6= no new
    t7= +100 power
    t8= no new

    Tailor/Blessed Imprint/fabled/head
    t6= +1% heal crit chance
    t7= no new
    t8= +3% heal crit chance

  3. #3
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    Default Ear

    Ear
    Jeweler/Arctic Backing/treasured/earring
    t1= +10 vs cold
    t2= +25 vs cold
    t3= +40 vs cold
    t4= +55 vs cold
    t5= +70 vs cold
    t6= +85 vs cold
    t7= +100 vs cold
    t8= +115 vs cold

    Jeweler/Holy Backing/treasured/earring
    t1= +14 vs divine
    t2= +34 vs divine
    t3= +54 vs divine
    t4= +74 vs divine
    t5= +94 vs divine
    t6= +114 vs divine
    t7= +134 vs divine
    t8= +154 vs divine

    Jeweler/Fiery Backing/treasured/earring
    t1= +10 vs heat
    t2= +25 vs heat
    t3= +40 vs heat
    t4= +55 vs heat
    t5= +70 vs heat
    t6= +85 vs heat
    t7= +100 vs heat
    t8= +115 vs heat

    Jeweler/Mystyic Backing/treasured/earring
    t1= +10 vs magic
    t2= +25 vs magic
    t3= +40 vs magic
    t4= +55 vs magic
    t5= +70 vs magic
    t6= +85 vs magic
    t7= +100 vs magic
    t8= +115 vs magic

    Jeweler/Psychic Backing/treasured/earring
    t1= +10 vs mental
    t2= +25 vs mental
    t3= +40 vs mental
    t4= +55 vs mental
    t5= +70 vs mental
    t6= +85 vs mental
    t7= +100 vs mental
    t8= +115 vs mental

    Jeweler/Septic Backing/treasured/earring
    t1= +10 vs disease
    t2= +25 vs disease
    t3= +40 vs disease
    t4= +55 vs disease
    t5= +70 vs disease
    t6= +85 vs disease
    t7= +100 vs disease
    t8= +115 vs disease

    Jeweler/Venom Laced Backing/treasured/earring
    t1= +10 vs poison
    t2= +25 vs poison
    t3= +40 vs poison
    t4= +55 vs poison
    t5= +70 vs poison
    t6= +85 vs poison
    t7= +100 vs poison
    t8= +115 vs poison

    Jeweler/Intellectual Backing/treasured/earring
    t1= +1 int
    t2= +2 int
    t3= +4 int
    t4= +6 int
    t5= +8 int
    t6= +10 int
    t7= +14 int
    t8= +16 int

  4. #4
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    Default Neck

    Neck
    Jeweler/Consecrated Clasp/legendary/neck
    t3= +2 ministration,ordination
    t4= +4 ministration,ordination
    t5= +6 ministration,ordination
    t6= +8 ministration,ordination
    t7= +10 ministration,ordination
    t8= +11 ministration,ordination

    Jeweler/Restorative Clasp/legendary/neck
    t1= Increases healing spells by up to 10
    t2= Increases healing spells by up to 15
    t3= Increases healing spells by up to 20
    t4= Increases healing spells by up to 25
    t5= Increases healing spells by up to 30
    t6= Increases healing spells by up to 35
    t7= Increases healing spells by up to 40
    t8= Increases healing spells by up to 45

    Jeweler/Judicious Clasp/legendary/neck
    t2= +1 dps
    t3= +2 dps
    t4= +4 dps
    t5= +6 dps
    t6= +8 dps
    t7= +10 dps
    t8= +12 dps

    Jeweler/Spry Clasp/legendary/neck
    t6= +1 haste
    t7= +2 haste
    t8= +3 haste

    Jeweler/Arcane Clasp/fabled/neck
    t3= On a successful hostile spell, 5% chance of 3 heat damage/5 seconds for 20 seconds
    t4= On a successful hostile spell, 5% chance of 6 heat damage/5 seconds for 20 seconds
    t5= On a successful hostile spell, 5% chance of 9 heat damage/5 seconds for 20 seconds
    t6= On a successful hostile spell, 5% chance of 13 heat damage/5 seconds for 20 seconds
    t7= On a successful hostile spell, 5% chance of 17 heat damage/5 seconds for 20 seconds
    t8= On a successful hostile spell, 5% chance of 56 heat dmg/30 heatdmg every 5 seconds for 20 seconds

    Jeweler/Tactical Clasp/fabled/neck
    t7= +1% Melee crit chance
    t8= no new

    Weaponsmith/Occult Clasp/fabled/neck
    t3= Increases all spell damage by up to 5
    t4= Increases all spell damage by up to 10
    t6= Increases all Spell damage by up to 20
    t7= Increases all Spell damage by up to 25
    t8= Increases all Spell damage by up to 30

  5. #5
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    Default Cloak

    Cloak
    Tailor/Silver Lining/treasured/cloak
    t1= decreases fall damage by 5%
    t2= decreases fall damage by 10%
    t3= decreases fall damage by 15%
    t4= decreases fall damage by 20%
    t5= decreases fall damage by 25%
    t6= decreases fall damage by 30%
    t7= decreases fall damage by 35%
    t8= decreases fall damage by 40%

    Provisioner/Hygenic Lining/legendary/cloak
    t4= +1 in-combat health regen
    t6= +2 in-combat health regen
    t7= +3 in-combat health regen
    t8= +4 in-combat health regen

    Provisioner/Metaphysical Lining/legendary/cloak
    t4= +1 in-combat power regen
    t6= +2 in-combat power regen
    t7= +3 in-combat power regen
    t8= +4 in-combat power regen

  6. #6
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    Default Shoulder

    Shoulder
    Tailor/Brawny Straps/treasured/shoulder
    t1= +1 str
    t2= +2 str
    t3= +4 str
    t4= +6 str
    t5= +8 str
    t6= +10 str
    t7= +14 str
    t8= +16 str

    Tailor/Gritty Straps/treasured/shoulder
    t1= +1 sta
    t2= +2 sta
    t3= +4 sta
    t4= +6 sta
    t5= +8 sta
    t6= +10 sta
    t7= +14 sta
    t8= +16 sta

    Tailor/Rugged Straps/treasured/shoulder
    t1= +10 health
    t2= no new
    t3= +30 health
    t4= no new
    t5= +50 health
    t6= no ndw
    t7= +100 health
    t8= no new

    Tailor/Septic Straps/treasured/shoulder
    t1= +10 vs disease
    t2= +25 vs disease
    t3= +40 vs disease
    t4= +55 vs disease
    t5= +70 vs disease
    t6= +85 vs disease
    t7= +100 vs disease
    t8= +115 vs disease

    Tailor/Venom Laced Straps/treasured/shoulder
    t1= +10 vs poison
    t2= +25 vs poison
    t3= +40 vs poison
    t4= +55 vs poison
    t5= +70 vs poison
    t6= +85 vs poison
    t7= +100 vs poison
    t8= +115 vs poison

    Tailor/Spiked Straps/legendary/shoulder
    t1= +5 piercing damage shield
    t2= +10 piercing damage shield
    t3= +16 piercing damage shield
    t4= +23 piercing damage shield
    t5= +31 piercing damage shield
    t6= +39 piercing damage shield
    t7= +48 piercing damage shield
    t8= +76 piercing damage shield

  7. #7
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    Default Chest

    Chest
    Alchemist/Mystic Applique/treasured/chest
    t1= +10 vs magic
    t2= +25 vs magic
    t3= +40 vs magic
    t4= +55 vs magic
    t5= +70 vs magic
    t6= +85 vs magic
    t7= +100 vs magic
    t8= +115 vs magic

    Alchemist/Psychic Applique/treasured/chest
    t1= +10 vs mental
    t2= +25 vs mental
    t3= +40 vs mental
    t4= +55 vs mental
    t5= +70 vs mental
    t6= +85 vs mental
    t7= +100 vs mental
    t8= +115 vs mental

    Alchemist/Prismatic Applique/legendary/chest
    t2= +1 str,wis,stam,agi,int
    t3= +2 str,wis,stam,agi,int
    t4= +3 str,wis,stam,agi,int
    t5= +4 str,wis,stam,agi,int
    t6= +5 str,wis,stam,agi,int
    t7= +6 str,wis,stam,agi,int
    t8= +7 str,wis,stam,agi,int

    Alchemist/Robust Applique/legendary/chest
    t5= +1 In-combat power regen

  8. #8
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    Default Forearm

    Forearm
    Armorer/Arctic splint/treasured/forearm
    t1= +10 vs cold
    t2= +25 vs cold
    t3= +40 vs cold
    t4= +55 vs cold
    t5= +70 vs cold
    t6= +85 vs cold
    t7= +100 vs cold
    t8= +115 vs cold

    Armorer/Mystic splint/treasured/forearm
    t1= +10 vs magic
    t2= +25 vs magic
    t3= +40 vs magic
    t4= +55 vs magic
    t5= +70 vs magic
    t6= +85 vs magic
    t7= +100 vs magic
    t8= +115 vs magic

    Armorer/Savvy Splint/treasured/forearm
    t1= +1 wis
    t2= +2 wis
    t3= +4 wis
    t4= +6 wis
    t5= +8 wis
    t6= +10 wis
    t7= +14 wis
    t8= +16 wis

    Armorer/Reinforced Splint/legendary/forearm
    t1= +7 vs slashing,crushing,piercing
    t2= +17 vs slashing,crushing,piercing
    t3= +27 vs slashing,crushing,piercing
    t4= +37 vs slashing,crushing,piercing
    t5= +47 vs slashing,crushing,piercing
    t6= +57 vs slashing,crushing,piercing
    t7= +67 vs slashing,crushing,piercing
    t8= +77 vs slashing,crushing,piercing

    Armorer/Glancing Splint/fabled/forearm
    t1= +1 parry
    t2= +2 parry
    t3= +3 parry
    t4= +4 parry
    t5= +5 parry
    t6= +6 parry
    t7= +7 parry
    t8= +8 parry

  9. #9
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    Default Wrist

    Wrist
    Alchemist/Combative Fastening/fabled/wrist
    t8= +30 combat art damage

    Alchemist/Agile Fastening/treasured/wrist
    t1= +1 agi
    t2= +2 agi
    t3= +4 agi
    t4= +6 agi
    t5= +8 agi
    t6= +10 agi
    t7= +14 agi
    t8= +16 agi

    Armorer/Hygenic Fastening/legendary/wrist
    t3= +1 in-combat health regen
    t4= no new
    t5= +2 in-combat health regen
    t6= no new
    t7= +3 in-combat health regen
    t8 = no new

    Carpenter/Savvy Fastening/treasured/wrist
    t1= +1 wis
    t2= +2 wis
    t3= +4 wis
    t4= +6 wis
    t5= +8 wis
    t6= +10 wis
    t7= +14 wis
    t8= +16 wis

    Carpenter/Reinforced Fastening/legendary/wrist
    t1= +7 vs slashing,crushing,piercing
    t2= +17 vs slashing,crushing,piercing
    t3= +27 vs slashing,crushing,piercing
    t4= +37 vs slashing,crushing,piercing
    t5= +47 vs slashing,crushing,piercing
    t6= +57 vs slashing,crushing,piercing
    t7= +67 vs slashing,crushing,piercing
    t8= +77 vs slashing,crushing,piercing

    Provisioner/Brawny Fastening/treasured/wrist
    t1= +1 str
    t2= +2 str
    t3= +4 str
    t4= +6 str
    t5= +8 str
    t6= +10 str
    t7= +14 str
    t8= +16 str

    Provisioner/Fiery Fastening/treasured/wrist
    t1= +10 vs heat
    t2= +25 vs heat
    t3= +40 vs heat
    t4= +55 vs heat
    t5= +70 vs heat
    t6= +85 vs heat
    t7= +100 vs heat
    t8= +115 vs heat

    Woodworker/Gritty Fastening/treasured/Wrist
    t1= +1 sta
    t2= +2 sta
    t3= +4 sta
    t4= +6 sta
    t5= +8 sta
    t6= +10 sta
    t7= +14 sta
    t8= +16 sta

    Tailor/Intellectual Fastening/treasured/wrist
    t1= +1 int
    t2= +2 int
    t3= +4 int
    t4= +6 int
    t5= +8 int
    t6= +10 int
    t7= +14 int
    t8= +16 int

    Jeweler/Diverting Fastening/fabled/wrist
    t1= on a successful deflection,1% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 7-9
    t2= on a successful deflection,2% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 18-22
    t3= on a successful deflection,3% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 30-36
    t4= on a successful deflection,4% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 42-51
    t5= on a successful deflection,6% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 57-69
    t6= on a successful deflection,8% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 72-88
    t7= on a successful deflection,10% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 88-107
    t8= on a successful deflection,10% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 124-152


    Jeweler/Oscillating Fastening/fabled/wrist
    t1= on a successful parry,1% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 7-9
    t2= on a successful parry,2% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 18-22
    t3= on a successful parry,3% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 30-36
    t4= on a successful parry,4% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 42-51
    t5= on a successful parry,6% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 57-69
    t6= on a successful parry,8% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 72-88
    t7= on a successful parry,10% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 88-107
    t8= on a successful parry,10% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 124-152

    Jeweler/Reactive Fastening/fabled/wrist
    t1= on a successful riposte,10% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 7-9
    t2= on a successful riposte,15% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 18-22
    t3= on a successful riposte,20% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 30-36
    t4= on a successful riposte,25% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 42-51
    t5= on a successful riposte,30% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 57-69
    t6= on a successful riposte,35% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 72-88
    t7= on a successful riposte,45% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 88-107
    t8= on a successful riposte,45% chance to cast heal reactive. Heal reactive last up to 30secs for 3 triggers, heals 124-152

    Sage/Balanced Fastening/fabled/wrist
    t7= caster will parry 2% of incoming attacks
    t8= caster will parry 3% of incoming attacks

  10. #10
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    Default Hand

    Hand
    Tailor/Agile Stitching/treasured/hand
    t1= +1 agi
    t2= +2 agi
    t3= +4 agi
    t4= +6 agi
    t5= +8 agi
    t6= +10 agi
    t7= +14 agi
    t8= +16 agi

    Tailor/Restorative Stitching/legendary/hand
    t1= Increases healing spells by up to 10
    t2= Increases healing spells by up to 15
    t3= Increases healing spells by up to 20
    t4= Increases healing spells by up to 25
    t5= Increases healing spells by up to 30
    t6= Increases healing spells by up to 35
    t7= Increases healing spells by up to 40
    t8= Increases healing spells by up to 45

    Tailor/Occult Stitching/fabled/hand
    t3= Increases all spell damage by up to 5
    t4= Increases all spell damage by up to 10
    t6= Increases all spell damage by up to 20
    t7= Increases all spell damage by up to 25
    t8= Increases all spell damage by up to 30

    Tailor/Fast Action Stitching/fabled/hand
    t6= +1% ranged crit chance
    t7= no new
    t8= +2% ranged crit chance

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